/** * Copyright (c) 2006-2012 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/#ifndef LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H#define LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H// Module#include "Joint.h"namespacelove{namespacephysics{namespacebox2d{/** * The MouseJoint is a joint type that * is suitable for controlling objects with the mouse. * * One end is anchored in the dynamic body, and the other id * anchor to a static ground body. The anchor offset can then be * moved to the current mouse position. **/classMouseJoint:publicJoint{public:/** * Creates a MouseJoint which connects body1 to the target point. **/MouseJoint(Body*body1,floatx,floaty);virtual~MouseJoint();/** * Sets the target of anchor2. (You usually want * to set this to the current mouse.) **/voidsetTarget(floatx,floaty);/** * Gets the current anchor2 target. **/intgetTarget(lua_State*L);/** * Sets the maximum constraint force that can be exerted * to move the candidate body. **/voidsetMaxForce(floatforce);/** * Gets the maximum constraint force that can be exerted * to move the candidate body. **/floatgetMaxForce()const;/** * Sets the response speed. **/voidsetFrequency(floathz);/** * Gets the response speed. **/floatgetFrequency()const;/** * Sets the damping ratio. * 0 = no damping, 1 = critical damping. **/voidsetDampingRatio(floatd);/** * Gets the damping ratio. * 0 = no damping, 1 = critical damping. **/floatgetDampingRatio()const;private:// The Box2D MouseJoint object.b2MouseJoint*joint;};}// box2d}// physics}// love#endif // LOVE_PHYSICS_BOX2D_MOUSE_JOINT_H